Raiments of Undeath
Crafted by the few sentient Scourge minions skilled with the forge, the Raiments of Undeath are crafted specifically for the Lich King's most powerful warriors and officers - the Death Knights. These suits of armour, with a similarly created rune sword, match the Lich King's own in appearance, and with a portion of their power.
Due to the nature of each of the pieces of the Raiments of Undeath, certain rules and effects are in place in addition to the usual bonuses provided by the items.
Lure of the Lich King: Non-Death Knights who use the Raiments risk losing their mind and soul to the Lich King. Each week they possess an item of the set (mins 1 day for additional items), they move one step towards Evil alignment. When they are of Evil alignment and one additional interval has passed, they may take levels in the Death Knight prestige class, ignoring the prerequisite for Paladin class levels.
For Death Knights Made: All Death Knights are considered proficient with all pieces of the Raiments of Undeath, regardless of actual proficiencies.
Runic Powers: Every item in the set has a series of glowing runes carved (or stitched) into them. A user with Death Knight levels may activate these runes to gain additional powers. When activated, the rune stops glowing for 24 hours, during which time they cannot be used again. If an item granting a runic power is removed, destroyed or rendered mundane (ie. the wearer enters a Anti-Magic Zone, or the enchantments are removed), the power ends immediately. See later for rune effects.
5 Cold and Fel Resistance
Detect Undead at Will
10 Cold Resistance
The wearer/wielder gains access to the Aura of Might ability as though a Paladin of a level equal to his/her Paladin + Death Knight levels (eg. a level 6 Paladin / 6 Death Knight can activate the aura 4 times per day for 12 rounds, giving +4 to damage rolls).
10 Fel Resistance
All Runes are Strengthened (see Rune entries later for details)
Armour of Undeath
This heavy-looking suit of armour is actually quite light, and resembles the Lich King's own. It is all-encompassing, making it all but impervious to attack. A glowing black rune is located upon the centre of the breastplate.
Powers: This armour is a +3 Mithril Full Plate that gives the wearer a 50% chance to negate the extra damage caused by Critical Hits and Sneak Attacks. In addition, it bears the 'Death Rune'.
Cloak of Undeath
A hooded cloak made of furs, it resembles the cloak worn by Arthas the day he killed his own father, King Terenas. Faintly glowing blue runes are stitched along the edges.
Powers: The cloak grants its wearer a +2 bonus to saving throws, and a +4 competence bonus to Intimidate checks. In addition, it bears the 'Rune of Frost'.
Helm of Undeath
This helm is almost a complete duplicate of the Lich King's own. A glowing purple rune sits upon the forehead.
Powers: Grants the wearer the effects of both See Invisibility and Detect Magic, as well as a +2 divine bonus to attack rolls. In addition, it bears the 'Unholy Rune'.
Rune Blade of Undeath
This rune sword is similar in shape to the legendary Frostmourne, but is forged with a blackened finish. In addition to the red runes carved along the blade itself, another sits upon the hilt.
Powers: The Rune Blade is a +1 Unholy Arcanite Bastard Sword. If the wielder possesses Death Knight levels it replaces their normal rune weapon, gaining the usual benefits of a rune weapon (including enchantments and enhancements). If another character attempts to wield it before the death of its owner, it deals them 1d6 Fel damage per level of Death Knight the owner possesses per round. In addition, it bears the 'Rune of Blood'.
This Rune automatically activates when the wearer dies. They are immediately resurrected as an Undead at 1 hit point and 1 negative level. They receive Fast Healing equal to their Stamina modifier for 1 minute, but are fatigued for the duration of the current encounter. Make a note of the character's undead status and make the appropriate changes (ie. no Stamina modifier, Undead traits, Mind Over Matter feat instead of Undying Death Knight class feature etc.).
When Strengthened, the wearer suffers no negative level, and the Fast Healing value is doubled.
Note that the Death Rune can only be used to resurrect the wielder only if he/she was wearing the Armour of Undeath at the time of their death and the Rune had not been activated in the last 24 hours. It cannot resurrect them after they have been killed.
Rune of Frost
Activation of the Rune of Frost is a full round action that does not provoke an attack of opportunity. It draws the heat from the immediate area, Chilling all enemies within 15 feet for 1d6 rounds. Those affected must also pass a Fortitude save (DC 10 + 1/2 wearer's Death Knight levels) or become encased in ice for 2 rounds. A frozen opponent cannot perform any actions, but receives DR 10/Fire and Immunity to Cold damage. If the ice absorbs a total of 50 damage it breaks early.
When Strengthened, the save DC increases by 2 and the range is doubled to 30 feet.
Activating the Unholy Rune is a free action. The wearer and all friendly undead or Death Knights within 30 feet receive +2 to attack rolls and saving throws, and a +4 bonus to Turn resistance and Initiative rolls.
When Strengthened the aura affects all friendly characters (not just undead and Death Knights) with 40 feet, and all of their melee attacks may grant an additional attack as though they had the Flurry enchantment.
The effects grants last one round per Death Knight level the wearer possesses.
Rune of Blood
Activating the Rune of Blood is a free action, and requires an empty square adjacent to the wielder. An exact duplicate of the weapon appears in a free space and attacks the Death Knight's enemies. It retains all of the abilities of the Rune Blade of Undeath (including those granted through Death Knight levels), as well as the any Abilities, Feats, BAB and Class Features that would affect its ability to hit and deal damage, and uses the Death Knight's current Initiative. It may move (hover) 20 feet per round, and can only perform charge, move, 5-foot step, attack and full attack combat actions. The weapon disappears 1d6 rounds after activation.
When Strengthened, a second copy appears in another adjacent square (if any), and the two swords may use the Aid Another combat action.